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#10 |
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Join Date: Dec 2012
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I have a hypothetical Digging skill ready, though I didn't recheck the Digging rules in the Campaigns book yet:
Digging, HT/Average Default: HT-5. This is the skill of spending long periods shifting earth and stone with manual tools or bare hands, without wasting energy or hurting yourself. Make the roll when you start digging, and on a success, increase the amount of material you move that day by 20%. A normal failure just means that you don't get as much done, but a critical failure can injure you as if the tool you are using was a weapon, or cause the tool to break if the quality in insufficient; if you're digging without tools, your hands may be injured. Note that if you're digging a tunnel, a critical failure could cause the roof to collapse, unless it has been shored up already (using Professional Skill: Miner, or an appropriate Engineer skill). Other effects (like the results of a critical success) are up to the GM. Thoughts?
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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| Tags |
| digging, labourer, lifting st, skills, trained strength, worldbuilding |
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